The revenue is such that in properly developed cities, tax income can easily outstrip export income. Instead, it begins generating scribes and a tremendous amount of tax revenue. When a house evolves to a 3x3 tile size or larger, it ceases providing labor. Housing come in many varieties and sizes. At the highest levels, housing are very desirable, although they invariably need desirable buildings placed around them in order to evolve in the first place. However, as housing upgrades, the negativity of its desirability diminishes until it becomes positive. Housing is initially undesirable in and of itself. The one exception to this is fire: risk increases up until ordinary cottages, before falling all the way up to and including palatial estates. Risks of these occurring almost always decrease the further houses are upgraded. In order for housing to receive goods and food, they require the service of Bazaars that have access to properly-stocked Granaries and Storage Yards.Īs stated above, housing has many risks: crime, malaria, disease, and fire. In order for housing to have access to services, they simply require a walker from the service they need to walk within two tiles of them. Improved housing holds many advantages: they have decreased risk to fire (after a certain level is reached), disease, malaria, and crime, can hold more people per unit of space, generate higher tax income, raise the desirability of the neighborhood, and boost the prosperity level of a city. Housing is initially run-down and primitive, but improves with access to goods, services, and desirability. Once housing is occupied, it takes the form of a crude hut. Once a valid plot is placed, immigrants arrive from the entry point of the map (the beginning of the kingdom road) and enter the housing. Like most other buildings, these plots must be within two tiles of a Road to function properly. When housing is initially placed, they are simple vacant plots. As no city can operate without people, housing are essential for any scenario. Housing act as homes for the population of the city. Just like with Caesar 3, housing is placed generically and can be evolved in manors and estates when provided with the needed commodities. Housing is a game mechanic found in Pharaoh. General work needs to be done to improve this article. For the disambiguation page on this game mechanic article, see Housing.